Game Data Mining

Total Page:16

File Type:pdf, Size:1020Kb

Game Data Mining Chapter 12 Game Data Mining Anders Drachen, Christian Thurau, Julian Togelius, Georgios N. Yannakakis, and Christian Bauckhage Take Away Points: 1 . T h e d a t a r e v o l u t i o n i n g a m e s – a n d e v e r y w h e r e e l s e – c a l l s f o r a n a l y s i s m e t h o d s that scale to with dataset size. The solution: game data mining. 2. Game data mining deals with the challenges of acquiring actionable insights from game telemetry. 3. Read the chapter for an introduction to game data mining, an overview of meth- ods commonly and not so commonly used, examples, case studies and a substan- tial amount of practical advice on how to employ game data mining effectively. A. Drachen , Ph.D. (*) PLAIT Lab , Northeastern University, Boston, MA , USA Department of Communication and Psychology, Aalborg University, Aalborg, Denmark Game Analytics , Copenhagen, Denmark e-mail: [email protected] C. Thurau , Ph.D. Game Analytics , Refshalevej 147, Copenhagen, K 1422, Denmark J. Togelius , Ph.D. Center for Computer Games Research , IT University of Copenhagen, Rued Langgaards Vej 7 , Copenhagen, S 2300 , Denmark G. N. Yannakakis , Ph.D. Department of Digital Games , University of Malta , Msida MSD 2080 , Malta Center for Computer Games Research , IT University of Copenhagen, Rued Langgaards Vej 7, Copenhagen, S 2300 , Denmark C. Bauckhage , Ph.D. Fraunhofer Institute Intelligent Analysis and Information Systems IAIS , Schloss Birlinghoven , 53754 Sankt Augustin Bonn-Aachen International Center for Information Technology B-IT Dahlmannstraße 2 D-53113 Bonn, Germany M. Seif El-Nasr et al. (eds.), Game Analytics: Maximizing the Value of Player Data, 205 DOI 10.1007/978-1-4471-4769-5_12, © Springer-Verlag London 2013 206 A. Drachen et al. 12.1 Introduction During the years of the Information Age, technological advances in the computers, satellites, data transfer, optics, and digital storage has led to the collection of an immense mass of data on everything from business to astronomy, counting on the power of digital computing to sort through the amalgam of information and gener- ate meaning from the data. Initially, in the 1970s and 1980s of the previous century, data were stored on disparate structures and very rapidly became overwhelming. The initial chaos led to the creation of structured databases and database management systems to assist with the management of large corpuses of data, and notably, the effective and ef fi cient retrieval of information from databases. The rise of the data- base management system increased the already rapid pace of information gathering. During later years, a virtually exponential increase in the availability of data is emerging in fi elds across industry and research, such as bio-informatics, social network analysis, computer vision and not the least digital games. Today, far more data is available than can be handled directly: business transaction data, scienti fi c data from, e.g., telescopes, satellite pictures, text reports, military intelligence and digital games (Berry and Linoff 1999 ; Han et al. 2005 ; Larose 2004 ; Kim et al. 2 0 0 8 ; I s b i s t e r a n d S c h a f f e r 2 0 0 8 ; M e l l o n 2 0 0 9 ; D r a c h e n a n d C a n o s s a 2 0 0 9 ; B o h a n n o n 2 0 1 0 ) . Modern digital games range from simple applications to incredibly sophisti- cated information systems, but common for all of them is that need to keep track of the actions of players and calculate a response to them, as is discussed in most chapters in this book. In recent years, the tracking and logging of this information termed telemetry data in computer science – as well as data on technical perfor- mance of the game engines and applications themselves – has become widespread in the digital entertainment industry, leading to a wealth of incredibly detailed information about the behavior of – in the case of major commercial titles – mil- lions of players and installed clients (Mellon 2009 ; King and Chen 2009 ; Drachen and Canossa 2011 ) . A p p l i e d r i g h t , game telemetry can be a very powerful tool for game develop- ment (Kim et al. 2008 ; Isbister and Schaffer 2008 ; King and Chen 2009 ) . Not only for analyzing and tuning games, QA, testing and monitoring infrastructure (Mellon 2009 ) , fi guring out and correcting problems and generally learning about effective game design, but also to guide marketing, strategic decision making, technical development, customer support, etc. However, it is generally far from obvious how to employ the analysis (Kim et al. 2008 ; Mellon 2009 ) : what data should we record, how can we analyze it, and how should it be presented to facilitate effect transformation of raw data to knowledge that if fully integrated into the organization? Narrowing the focus to behavioral game telemetry, i.e. telemetry data about how people play games (Chap. 2 ), there are a wide variety of ways that this kind of game telemetry data can be employed to assist a variety of stakeholders (as 12 Game Data Mining 207 discussed in Chap. 3 ), during and following the development process, e.g., inform- ing game designers about the effectiveness of their design via user modeling, behavior analysis, matchmaking and playtesting, something that is evident from the range of publications and presentations across academia and industry, includ- ing: Kennerly ( 2003) , Hoobler et al. ( 2004 ) , Houlette ( 2004 ) , Charles and Black ( 2 0 0 4 ) , T h u r a u e t a l . ( 2 0 0 4 , 2 0 0 7, 2011 ), Ducheneaut and Moore ( 2004 ) , DeRosa ( 2007 ) , Thompson ( 2007 ) , Kim et al. ( 2008 ) , Isbister and Schaffer ( 2008 ) , Thawonmas and Iizuka ( 2008 ) , Thawonmas et al. ( 2008 ) , Coulton et al. ( 2008 ) , Drachen et al. ( 2009 , 2012) , Missura and Gärtner ( 2009 ) , Williams et al. ( 2009, 2008 ) , Thurau and Bauckhage ( 2010 ) , Pedersen et al. ( 2010 ) , Yannakakis and Hallam ( 2009 ) , Weber and Mateas ( 2009 ) , Mellon ( 2009 ) , Seif El-Nasr and Zammitto ( 2010 ) , Seif El-Nasr et al. ( 2010 ) , Thurau and Drachen ( 2011 ) , Yannakakis and Togelius ( 2011 ) , Moura et al. ( 2011 ) , Erfani and Seif El-Nasr ( 2011 ) , Drachen and Canossa ( 2011 ) , Yannakakis ( 2012 ) , Bauckhage et al. ( 2012 ) and Gagne et al. ( 2012 ) . There is a wealth of information hidden in good game telemetry data, but not all of it is readily available, and some very hard to discover without the proper expert knowledge (or even with it). This has led to much game telemetry data being tracked, logged and stored, but not analyzed and employed. The challenge faced by the game industry to take advantage of game telemetry data mirrors the general challenge of working with large-scale data. Simply retrieving information from databases – irre- spective of the fi eld of application – is not enough to guide decision-making. Instead, new methods have emerged to assist analysts and decision makers to obtain the information they need to make better decisions. These include: automatic summari- zation of data, the extraction of the essence of the stored information, and the dis- covery of patterns in raw data. When datasets become very large (we consider any dataset that does not fi t into the memory of a high-end PC as large-scale, i.e. several GB and beyond) and complex, many traditional methodologies and algorithms used on smaller datasets break down. In fact, any algorithm that scales quadratically with the number of samples is not feasible to use on large data. Instead, methods designed for large datasets must be employed. These methods are collectively referred to as data mining . Data revolutions call for novel analysis methods that scale to massive data sizes and allow for effective, rapid analysis, as well as results that are intui- tively accessible to non-experts (Han et al. 2005 ; Larose 2004 ) . Using data mining methods in the context of game telemetry data – what we will here call game data mining – we can for example: • F i n d w e a k s p o t s i n a g a m e s ’ d e s i g n ( C h a p . 7 ; T h o m p s o n 2 0 0 7 ; K i m e t a l . 2 0 0 8 ; Drachen and Canossa 2009 ; Gagne et al. 2012 ) • Figure out how to convert nonpaying to paying users (Chap. 4 ; King and Chen 2009 ) • Discover geographical patterns in our player community, • Figure out how players spend their time when playing (Chaps. 18 and 19 , DeRosa 2007 ; Moura et al. 2011 ; Drachen et al. 2012 ) • Discover gold farmers in an MMORPGs (Thawonmas et al. 2008 ) , 208 A. Drachen et al. • Explore how people play a game (Chap. 14 ; Drachen and Canossa 2009 ) , • How much time they spend playing (Williams et al. 2009 ) • Predict when they will stop playing (Mahlman et al. 2010 ; Bauckhage et al. 2012 ) • Predict what they will do while playing (Weber and Mateas 2009 ) • Which assets that are not getting used (Chap. 14 ) • Develop better AI-controlled opponents or make games that adapt to the player (Charles and Black 2004 ; Thurau et al. 2007 ; Missura and Gärtner 2009 ; Pedersen et al. 2010 ; Yannakakis and Hallam 2009 ) • Explore and use of social grouping (Thurau and Bauckhage 2010 ) – and much, much more. This chapter will outline how large-scale data mining can be effectively carried out on game telemetry data (i.e.
Recommended publications
  • Cows, Clicks, Ciphers, and Satire
    This is a repository copy of Cows, Clicks, Ciphers, and Satire. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/90362/ Version: Accepted Version Article: Tyler, TRJ (2015) Cows, Clicks, Ciphers, and Satire. NECSUS : European Journal of Media Studies, 4 (1). ISSN 2213-0217 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cows, Clicks, Ciphers and Satire Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. The game is, as its name suggests, a farming simulation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income.
    [Show full text]
  • Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
    EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research.
    [Show full text]
  • Informa 2018 Full Year Results Statement
    Informa LEI: 5493006VM2LKUPSEDU20 Press Release 7 March 2019 Informa PLC Results for 12 Months to 31 December 2018 2018: Combination & Creation 2019: Performance & Growth KEY FINANCIAL AND OPERATING HIGHLIGHTS1 • Strong Revenue Growth: +3.7% underlying and +34.9% reported to £2,369.5m, including six months of UBM (2017: £1,756.8m) • Higher Adjusted Operating Profit: +2.3% underlying and +34.4% reported to £732.1m (2017: £544.9m) • Improved Statutory Operating Profit: £363.2m (2017: £344.7m) • Increased Adjusted Diluted Earnings per Share: +7.0% to 49.2p (2017: 46.0p); Statutory EPS of 19.7p (2017: 37.6p), with prior year including non-cash credit from US tax reforms • Attractive Free Cash Flow: £503.2m and £600m+ including a full year of UBM (2017: £400.9m) • Robust Balance Sheet, in line with plan: Net debt/EBITDA1 at 2.9x (2017: 2.5x) • Enhanced Dividend: up 7.1% to 21.90p (2017: 20.45p) London: Informa (LSE: INF.L), the International Exhibitions, Events, Information Services and Scholarly Research Group, today published its financial results for the 12 months to 31 December 2018, reporting a further period of operational progress and improving financial performance. Stephen A. Carter, Group Chief Executive, said: “In 2018, the Informa Group delivered a fifth consecutive year of improving growth, increasing adjusted profits, adjusted earnings per share, cashflow and dividends.” He added: “In 2019, our focus is on continuing Performance and Growth as we consolidate our market positions and further reduce complexity. This will enable
    [Show full text]
  • Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
    UC Irvine Law Review Volume 2 Issue 2 Governing the Magic Circle: Regulation of Article 3 Virtual Worlds 6-2012 Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia) Follow this and additional works at: https://scholarship.law.uci.edu/ucilr Part of the Contracts Commons, Internet Law Commons, and the Rule of Law Commons Recommended Citation Sal Humphreys, Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games, 2 U.C. Irvine L. Rev. 507 (2012). Available at: https://scholarship.law.uci.edu/ucilr/vol2/iss2/3 This Article is brought to you for free and open access by UCI Law Scholarly Commons. It has been accepted for inclusion in UC Irvine Law Review by an authorized editor of UCI Law Scholarly Commons. UCILR V2I2 Assembled v4 (Do Not Delete) 7/14/2012 2:14 PM Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys* and Melissa de Zwart** Introduction ..................................................................................................................... 507 I. Game Rules, the Magic Circle, and Heterotopias .................................................. 510 II. End User License Agreements ................................................................................ 515 III. Breaking the Rules ................................................................................................... 516 IV. Griefing .....................................................................................................................
    [Show full text]
  • What We Talk About When We Talk About Game Aesthetics Simon Niedenthal Malmö University School of Arts and Communication Malmö, Sweden [email protected]
    What We Talk About When We Talk About Game Aesthetics Simon Niedenthal Malmö University School of Arts and Communication Malmö, Sweden [email protected] ABSTRACT well under 4% in both 2005 and 2007. Game industry Digital games are commonly described as phenomena that discomfort with aesthetic questions is expressed in a combine aesthetic, social and technological elements, yet different manner. “Here we go again” was the resigned our understanding of the aesthetic element of games and response of one interviewee in a recent Gamasutra.com play is perhaps the least developed of all. All too often, an article on the question “Are games art?” [34]. Are we to aesthetics perspective within game studies and design conclude that an aesthetics perspective on digital games has discourses is relegated to a marginal role, by conflating fallen upon tough times? Hardly. Although the term game aesthetics with graphics and “eye candy,” or by “aesthetics” (and the implicit and explicit attitudes limiting aesthetic discussion to graphic style analysis or associated with it) needs to be critically reexamined within debates on the question “are games art?” Changing game a game studies context, changes in game technologies, as technologies, as well as arguments from within philosophy, well as arguments drawing upon philosophy, psychology, psychology, interaction design theory and cultural theory, interaction design theory and cultural studies suggest that call for us to examine the implicit and explicit assumptions an aesthetics perspective can contribute greatly to research we make when we write about aesthetics within game discourses on gaming as an embodied and pleasurable studies research, as a prelude to reclaiming a perspective experience, and can give rise to new ways of thinking about that will allow us to better understand the way in which game design.
    [Show full text]
  • A Scripting Game That Leverages Fuzzy Logic As an Engaging Game Mechanic
    Fuzzy Tactics: A scripting game that leverages fuzzy logic as an engaging game mechanic ⇑ Michele Pirovano a,b, Pier Luca Lanzi a, a Dipartimento di Elettronica, Informazione e Bioingegneria Politecnico di Milano, Milano, Italy b Department of Computer Science, University of Milano, Milano, Italy 1. Introduction intelligent. The award-winning game Black & White (Lionhead Studios, 2001) leverages reinforcement learning to support the Artificial intelligence in video games aims at enhancing players’ interaction with the player’s giant pet-avatar as the main core of experience in various ways (Millington, 2006; Buckland, 2004); for the gameplay. Most of the gameplay in Black & White (Lionhead instance, by providing intelligent behaviors for non-player charac- Studios, 2001) concerns teaching what is good and what is bad ters, by implementing adaptive gameplay, by generating high- to the pet, a novel mechanic enabled by the AI. In Galactic Arms quality content (e.g. missions, meshes, textures), by controlling Race (Hastings, Guha, & Stanley, 2009), the players’ weapon prefer- complex animations, by implementing tactical and strategic plan- ences form the selection mechanism of a distributed genetic algo- ning, and by supporting on-line learning. Noticeably, artificial rithm that evolves the dynamics of the particle weapons of intelligence is typically invisible to the players who become aware spaceships. The players can experience the weapons’ evolution of its presence only when it behaves badly (as demonstrated by the based on their choices. In all these games, the underlying artificial huge amount of YouTube videos showing examples of bad artificial intelligence is the main element that permeates the whole game intelligence1).
    [Show full text]
  • Routledge International Handbook of Schools and Schooling in Asia
    ROUTLEDGE INTERNATIONAL HANDBOOK OF SCHOOLS AND SCHOOLING IN ASIA Edited by Kerry J. Kennedy and John Chi- Kin Lee First published 2018 ISBN: 978- 1- 138- 90849- 9 (hbk) ISBN: 978- 1- 315- 69438- 2 (ebk) 37 A SYSTEMATIC LITERATURE REVIEW OF GAME- BASED LEARNING AND GAMIFICATION RESEARCH IN ASIA The synthesized fi ndings and research gap Hyo- Jeong So and Minhwi Seo (CC BY-NC-ND 4.0) First published 2018 by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 711 Third Avenue, New York, NY 10017 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2018 selection and editorial matter, Kerry J. Kennedy and John Chi- Kin Lee; individual chapters, the contributors The right of Kerry J. Kennedy and John Chi- Kin Lee to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. With the exception of Chapters 35, 36, 37, and 38, no part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Chapter 35, 36, 37, and 38 of this book are available for free in PDF format as Open Access from the individual product page at www.routledge.com. It has been made available under a Creative Commons Attribution- Non Commercial- No Derivatives 4.0 license.
    [Show full text]
  • Mass Media Visibility Distribution Plan
    U.S. WebMaxPlus Distribution List NOTES: 1. U.S. WebMaxPlus is intended to provide business-to-consumer reach, achieved via distribution to online audiences only. As such, it reaches a smaller number of websites than our wire distributions reach. 2. U.S. WebMaxPlus does not include distribution to any disclosure points or traditional newsrooms, and there is a significant number of financial-oriented sites that are excluded. 3. While many disclosure points (such as Dow Jones and Bloomberg) do have websites that normally post our content when it is sent to a wire distribution, they are not included in U.S. WebMaxPlus. All of these points receive or have access to PR Newswire content, but how they use or display those feeds varies. For example: • Large portals and general news sites typically publish every news release that is issued across the wire. • Financial news, personal investment and stockbroker sites typically publish all news releases issued by publicly traded companies. • Industry or topic-focused sites tend to publish only those news releases that are relevant to that industry or topic. • Media and other sites use our content as source material for articles that are written by their own editors or journalists. Y-AUTO-POST: The site automatically posts the content they receive from us. Please note that the content each site receives varies according to the site’s audience, so while a site may auto-post our content, this does not mean the site receives every press release we distribute. Y-FILTERED: The site has filters in place on their end; the site posts only content that matches their filtering criteria.
    [Show full text]
  • Gaps in Game Production Research Henrik Engström Division of Game Development University of Skövde Sweden [email protected]
    GDC vs. DiGRA: Gaps in Game Production Research Henrik Engström Division of Game Development University of Skövde Sweden [email protected] ABSTRACT Previous studies have revealed a gap between game research and industry game production. This article presents an analysis of this research gap using the tracks and summits at the Game Developers Conference (GDC) as a point of reference. The result shows that there are several areas where there exists very little research. The DiGRA conference is no exception – since 2006, only a handful of papers present empirics from game production. Studies are in particular rare for content producing areas, such as audio, visual arts, and narrative. There are plenty of opportunities for researchers to extract experiences and knowledge from game professionals and to identify problems to be addressed. To do this, collaboration models need to be established that endure non-disclosure agreements and crunch cultures. Keywords game production, game research, literature review, game industry, game developers conference. INTRODUCTION In a recent study, Martin (2018) presents an extensive review of research on digital games (1966-2016). Research on games shows an impressive growth in the last 20 years. Martin (2018) shows that there is a great variation in the areas from which games have been studied but also that there is a gap between research and the game industry. The importance of the industry for academia is evident. As an example, the introduction of massive multiplayer online games generated substantial amount of research related to both technological and sociological aspects of this phenomenon. Despite this influence from industry, there are few scholars that have had a focus on the industry itself and the processes involved in creating these artefacts.
    [Show full text]
  • Digra Conference Publication Format
    Enhancing Player Experience in MMORPGs with Mobile Features Elina M.I. Koivisto Nokia Research Center Visionkatu 1 33720 Tampere Finland +358504821630 [email protected] Christian Wenninger SonyNetservices GmbH Sonystraße 18 5081 Anif Austria +4362468801773 [email protected] ABSTRACT In this paper, we explore how current Massively Multi-player Online Role-Playing Games (MMORPGs) can use mobile features for enhancing player experience and increasing pervasiveness of these games. We identify six different categories of how this can be done, and review our findings with MMORPG players and developers. Keywords MMORPG, MMOG, pervasive, mobile, cross-platform, game, developer, player INTRODUCTION Björk et al [] define a pervasive game as “a game that is always present, available to the player. These games can be location sensitive and use several different media to convey the game experience.” The purpose of this study was to identify and evaluate different ways how the current MMORPGs can be support better pervasiveness by enabling certain parts of the game to be played with a mobile phone. In order to limit the scope of this paper, we have focused on MMORPGs, but the results of this paper can be also be applied outside role-playing games to other kinds of large-scale online games. It is only a question of time until the first truly cross-platform MMORPGs will appear in the market1. In addition, for instance, Gordon Walton argued in his speech in the Game Developers Conference 2004 that one of the requirements for the future MMORPGs is that they need to support mobility []. Currently, some MMORPGs have been ported to mobile phones, but in these 1 One example of this is that Nokia N-Gage has announced development of HinterWars, which is a cross-platform game that can be played both on mobile phone and PC.
    [Show full text]
  • Interactive Narrative
    8 Copyrighted Materials Interactive Narrative 101 - CRC Press Why Story in Games/VR? Interactive stories differ dramatically from those in animation. In animation, everyone is on board to realize the story. In games/VR, the primary objective is the immersive experience. Story is an important component but story plays a secondary role to the interactive experience. Story not being primary is a difficult concept to come to terms with from the perspective of film and animation. The strength of interactive games is its immersive flow.1 This flow, when cou- pled with story components energizes the experience.2 Injecting story into a game provides a context increasing the feeling of immersion and believability, enhancing the suspension of disbelief. The viewer knows who the characters are, their situation, and the relevant artifacts of the story world—all of which imparts meaning to the reactions of the player. In an FPS (e.g., Titanfall or Battlefield), the experience just isn’t as sustaining if the player is killing random people as compared to eradicating international terrorists. The command “move and shoot”Copyrighted becomes “secure the downed aircraft,” and “stay here and don’t get killed” becomes “hold the square against enemy troops at all costs”3 (Figure 8.1). While not all games tell stories (i.e., puzzle games—Tetris) story’s role var- ies by a game’s own distinct genre. Adventure games are significantly narrative driven, FPSs contain strong narrative aspects, and RPGs are heavily influenced by the narrative component. Progress in a game has a close correspondence with the character’s arc in a game’s narrative.
    [Show full text]
  • Issue 2 2.Pdf
    European Journal of Geography The publication of the EJG (European Journal of Geography) is based on the European Association of Geographers’ goal to make European higher education a worldwide reference and standard. Thus, the scope of the EJG is to publish original and innovative papers that will substantially improve, in a theoretical, conceptual or empirical way the quality of research, learning, teaching and applying geography, as well as in promoting the significance of geography as a discipline. Submissions should have a European dimension. Contributions to EJG are welcomed. They should conform to the Notes for authors and should be submitted to the Editor, as should books for review. The content of this journal does not necessarily represent the views or policies of EUROGEO except where explicitly identified as such. Editor Kostis C. Koutsopoulos Professor, National Technical University of Athens, Greece [email protected] Assistant Editor Yorgos N. Photis Associate Professor, University of Thessaly, Volos Greece [email protected] Book Review Editor Gerry O’Reilly Lecturer, St. Patrick’s College, Dublin, Ireland [email protected] Editorial Advisory Bailly Antoine, Prof., University of Geneva, Geneva Switzerland Board Bellezza Giuliano, Prof., University of Tuscia, Viterbo, Italy Buttimer Anne, Prof., University College Dublin, Ireland Chalkley Brian, Prof., University of Plymouth, Plymouth UK Martin Fran, S. Lecturer, Graduate School of Education Exeter S. Vice President of the Geographical Association Gosar Anton, Prof., University of Primorska, Koper, Slovenia Haubrich Hartwig, Prof., University of Education Freiburg, Germany Nazmiye Ozguc, Prof., Istanbul University, Istanbul Turkey Strobl Josef, Prof., University of Salzburg, Salzburg Austria Van der Schee Joop, Prof., VU University, Amsterdam The Nederlands © EUROGEO, 2011 ISSN 1792-1341 The European Journal of Geography is published by EUROGEO - the European Association of Geographers (www.eurogeography.eu).
    [Show full text]